The high contrast in some of the textures makes the whole scene very "noisy". You could argue that the high contrast is an artistic choice and i would agree but the fact of the matter is that the scene is not pleasant to look at due to that noisiness. The repetition doesnt help either. I would find a way to break that…
I was planning on using some animations the unreal marketplace so I'm trying to match their skeleton. So i'd need the blend-shapes to be bone driven to make use of them. Looks like bone driven morph targets are doable, I'll see if its worth the effort for my purposes. I guess this ones pretty much answered, Thanks guys!
this is super amazing guys! can I ask you guys how do you add the high frequency details to the terrain? do you use some rgb mask? *edit* ok I read about the vertex color, so on top of the baked big textures from world machine you also use vertex color to blend materials?
your cliffs looking good and and try to go with more details on the cliffs ' smaller details ". use zbrush and sclupt a details layer and use udk materials to make it look better on your cliffs and like the guys say use vertex blending is very Important to break the tiling . and for the ground one . try to get this is very…
i think the colors are too uniform and saturated, also the different materials dont blend well... also revise the material definition... right now all the materials pretty much read the same... apply smoothing groups to the mesh to soften some of the normals and get rid of a lot of those unnaturally hard edges hope this…
No way this isn't done. Keep going. You can add so much more to this and really make it shine. The ground is tiling like made, the buildings don't "connect" to the ground. They aren't well grounded/blended in. Add some decals and dirty this up. It looks too fake at the moment. Make it lived in. You have a good base. So…
Looking pretty good, but a few things... The hands probably need the most work. Seems like huge fingers but not much actual hand. The Pecs (chest) blend right into the bicep. Should be a good crease there, maybe not have the pecs. And the legs just seem really plain to me, I think he needs some boots (at least some kind of…
Tried sculpt wrinkles to hull, but get only blobs and smudge, so I decided to model them, Maybe I will sculpt minor details later, but probably use displacement map. Render: Don't like how upper rope hole blends to hull, will fix that and tweak hole thing more. Now it looks too much a cloth sheet. Wire:
I don't think that Unity, out of the box, support using vertex colours as diffuse. You will have to make a special shader that can do that. Or you can probably find one online somewhere. Also if you want a hard edge between colours like you have in your example. You will have to split the edge there otherwise the colours…
looks good! im glad you got the valves to blend in wit the rest of it. my only crit is it may not be red enough.. or if its faded paint then it the gloss needs to be turned down to make the paint look a bit flatter heres some images to show how i mean :P all shiney new red paint dulled down faded paint